Let us agree to disagree once again ;-)Alright, let me dig into this.
Before I start, there is one thing that bothers me with armor-repair skills: Economy. Being able to heal your armor is a huge money-benefit, so it needs more thinking.
My immediate thought is to give SWAT an additional piece of armor. Let's call it Riot Armor. THIS one he can repair via talents or whatnot, but it also DOESN'T transfer over to other perks. He also can't buy more of it, it instead fully repairs between each wave. And it takes priority on damage taken, before regular armor. That way, the economy is not skewed, while you can still play around with Armor-related perks for SWAT.
Now, onto the specific suggestions:
XP:
Getting extra from Siren kills sounds great - in fact I feel this is an enemy that the SMG damagetype could also be particularly strong against, damagewise.
PASSIVES:
* Armor bonus as passive is excellent. Armor-related talents are such a waste, so making this a passive is truly great.
* Damage resistance is fine, but I'd rather buff it to 20 or 25% or so, but make it just resistance against bullets and melee. The "elemental" stuff is something he could be weak against (at least outside of talents)
* 20% movementspeed is mighty high. I do like it, it's quite thematic, but I'd maybe move, at least part of that, to the talents.
TALENTS:
First thing I noticed, which is a big no-no for me: Where's the elite reloads??
* Heavy Armor Training - I'm personally against HAT in general, as it's such a countersynergy to Medics. Adding more armor is not great either, as it's a one and done economy-boost. Those suck.
* Battalion - I like this idea. But not at the cost of losing elite reloads.
* Unwavering - A bit icky for me, as that means you'll be willing to not repair your armor (similar to Resilience Medic's wanting to stay at low health). Big nope for me.
* Always Prepared - It's ok. Except it has problem of being useless without money / resupplies from Demo/Supp / ammo crates. Something truly pasive would be good here too.
* Regenerative Armor + Battering Ram - With the "Riot Armor" concept, it's a great idea to restore some armor mid-combat. Without Riot Armor, it's an economy-booster which I don't like.
* Cripple - Fine as is.
* Speed-load + Fully Automatic - I'm not sure if these conditional temporary buff things work too well in KF2, tbh. It's already a stretch on the Medic. Personally, I don't like them, even if they aren't bad.
* Rapid Assault - It's already very loaded with power. I'd shift some of its potency away (like the stumble bonus).
All in all, I wouldn't be too keen on this rework, personally. I do like the concept of armor-regen (with the Riot Armor concept) and Battalion though. Other than that, I feel it's a bit TOO radical of a rework, honestly.
Yes, not having to purchase armor is a strong money-saving skill (that's still 300D per wave after all!) but let's not forget that the SWAT use ammo like mad. So much so that the first waves are often a tedious game of trying to see if it's better to purchase a new gun or more ammo. For that reason, he also needs a secondary weapon way more so than any other perk IMO. That's how it balances out. I mean... The zerk doesn't have to buy ammo, that's also a lot of spared money ! But it's balanced because it means you obviously need to get up close and personal to do any real damage. This being said, having an extra armor on top of the other one seems like a fair and interesting idea too... Although IMO, you could also save money by using that one for the first wave up until you get enough dosh to basically get double.
I didn't notice the lack of elite reloads... And I blame myself for that ! Considering I said on the sharpshooter rework that I thought it should be a passive for every perk, I really got no excuse for that. And considering the idea of having the SWAT constantly dishing out damage, it's really strange that it's not there.
Considering my overall disdain for the Medic's overall power (seriously... what can't he do?!), I'm all in favour of transfering that power to other perks (in regards to HAT). Again, I guess we can only disagree on that one (besides for the "one-and-done" economy boost... That's true. But it's balanced by the rest of the perk so honestly, I don't mind it)
For your take on Unwavering........ and? That's precisely what makes it good ! Allowing players to have more freedom of choices is NEVER a bad thing. If you so desire to stay low on armor to soak up that juicy resistance boost, so be it. It's on you. If you much prefer to stay safe and only have that as a last resort, that's great too.
Always prepared : "Being useless without money" well again... It's definitely okay for skills to NOT be in effect each and every time. It's actually cool to have some trade-offs that are not merely level-centric. Keeps players on their toes, actually incites them to think as to whether to take a skill or not, depending on the fallbacks of said skills. I think it shouldn't be merely binary. Not always focused on "which skill is better?", because otherwise... You pretty much never switch. It's part of the appeal and drawbacks of skills to give you some bonuses in exchange for removing others. It's even worse considering you call Regenerative Armor an "economy booster"... So basically we cannot touch the game's economy in any way? That doesn't count as a nice skill or bonus (or malus) to have? I really don't get your logic right there. Managing your dosh as ALWAYS been a strong component of Killing Floor. As in : should you purchase some armor or focus on having a full mag? Should you upgrade your current gun or buy a better one? It's already less arbitrary than in KF1, where every perk got discounts on their weapons. So honestly, I don't get why you're so much against these ideas.
Again...What's wrong with conditional and/or temporary buffs? Would you blame the healing syringe because you have to wait for it to reload to use it? It's ridiculous. Giving out buffs under certain conditions is great, as it rewards players for playing a certain way. Now you might brand my thoughts as hypocrisy since I mentioned in the exact same post that I'm all for player freedom and in a way... well, yeah. You're free to follow to a certain guideline or not, even more so when it's in-line with what the perk is supposed to be doing. Just look at the "parry" skill for the zerk. No good zerk should play without parrying. Well, not only is it a good idea to parry under any circumstances...But now you get a hefty damage boost if you do so! And I think it applies here as well : if you want to reload after every three bullets, you can. If you feel it's kinda silly and you'd prefer lay down a flurry of bullets first... Do so too. It's not as if you had to do something ridiculously hard to get the bonus... I mean, if you had the heal two teammates, do a 360 quick-scope and weld then unweld a door, I would understand. But reloading... Come on man. That's hardly a trade-off.
For real, don't get me wrong as I obviously have no beef with you personally... But I really feel you tore apart the ideas of Breadsticks for the sake of it. I really don't get much of your criticism. From what I gathered, it feels like you'd want every skills to be flat stats boosting ones... That's not how it should work and that wouldn't be fun at all. I'm not saying that NO perk should be straightforward (the commando for example, is mostly like this : would you like extra damage or more ammo?). But having all skills like that? Hell no. You might as well play Killing Floor 1 at that point.
And in the end, I guess the fact that it's THAT radical of a rework is exactly why I like it ! It almost feels like a brand new class. As I said in my first post I believe, I never thought of the SWAT actually needed a rework to begin with... So to convince me that it might benefit from one is quite a prowess on its own. At that point in Killing Floor's life cycle, I'd take anything that would truly spice up the formula tbh.
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